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Two minutes for you to understand cocos2dx's screen adaptation policy

The cocos2dx screen adaptation policy has been sorted out. This article applies to developers who want to quickly understand cocos2dx adaptation. Let's assume that the development is based on 854*480 screens. Of course, this is what cocos2dx says (Design Resolution ). First, we will introduce several common functions of cocos2dx: -> SetFrameSize () // sets the win32 simulator resolution. I. Prepare image resources Prepare a 854*

PC-side, mobile-side page adaptation and compatibility processing

information on the server side and then judge and direct the user to the corresponding page address.Second, the website on the PC on the mobile side what to do?If the mobile side of the viewable area (320-768), most of the site will be too narrow to show confusion, so the browser by default viewport set to a wider value of 980px or 1024px, at least to ensure that the PC website can be displayed on the mobile side, but there is only a horizontal scroll bar.(i) Several concepts1.css pixels

Android Mainstream screen resolution introduction

For Android game development we have to think like the IPhone. Compatible with the Android tablet, Apple has to consider compatibility between screens such as the ipad, iphone 3GS and iphone 4, which is no exception to the Android game, with more models to consider. Conventionally we may only consider QVGA,HVGA,WVGA,FWVGA and DVGA, but without the mobile phone, it may be that the tablet uses similar WSVGA 1024x576 and WXGA 1280x768 and so on. QVGA = 320 * 240; WQVGA = 320 *

Android calculates the resolution/pixel/density/Screen size/dpi value for pad or phone _android

Basic knowledge of mobile resolution (DPI,DIP calculation) 1. Terminology and concepts Terms Description Note Screen size (on-screen dimensions) Refers to the actual physical size of the phone, such as 2.8-inch, 3.2-inch, 3.5-inch, 3.7-inch Motorola Milestone mobile phone is 3.7 inches Aspect Ratio (Wide-high ratio) Refers to the actual physical dimensions of the wide-high ratio, divided into long and nolong Milestone is 16:9 and belo

IOS 8 at a glance

; CaseUideviceorientationportrait:orientationdes=@"uiinterfaceorientationportrait"; Break; CaseUideviceorientationportraitupsidedown:orientationdes=@"Uiinterfaceorientationportraitupsidedown"; Break; default: Orientationdes=@""; Break; } NSLog (@"System ver:%@, \rorientaion:%@, \rwindow bounds:%@", [Uidevice currentdevice].systemversion, Orientationdes, Nsstringfromcgrect (self.window.bo unds));}The sample code is simple, create a new project, and then add the above code directly in the del

Android Localization Resource Directory detailed

We can imagine that there are two different resolutions of mobile phones (320*480 and 480*800) to use some image resources, in order to make the image is not distorted, you need to specify different images for different resolutions of the phone, you need to create a different resource directory.3 Image resource directories were created in the Res directory: drawable, drawable-hdpi, and drawable-mdpi. Where

Android Learning notes layout tips and layout details ....

phones, so we need to put in these folders in different size of the picture, so the Andorid system can be based on the resolution of the phone to select the appropriate image resources to load, to receive the dip in the end what it means, Android in the size of a unit, DPI refers to pixels/inches, simply say the size of the value of DPI in the end ... ldpi means 120,mdpi means 160,hdpi means 320. For example, Xiaomi mobile phone is 4 inches, 854x480 resolution, then the DPI of the Xiaomi phone

Android resolution screen adaptation

In general, we may only consider qvga, hvga, WVGA, fwvga, and dvga. However, if we leave the phone blank, we may use a tablet like wsvga's 1024x576 and wxga's 1280x768. Qvga = 320*240;Wqvga = 320*480;Wqvga2 = 400*240;Wqvga3. = 432*240;Hvga = 480*320;VGA = 640*480;WVGA = 800*480;Wvga2 = 768*

Pygame Study Notes (3)-time, event, and text

://www.cnblogs.com/xiaowuyi Import Pygame, sys Def Lineleft (): plotpoints =[] For X In Range (0,640 ): Y -5 * x + 1000 Plotpoints. append ([x, y]) pygame. Draw. Lines (screen, [0, 0], false, plotpoints, 5 ) Pygame. display. Flip () Def Lineright (): plotpoints = [] For X In Range (0,640 ): Y = 5 * x-2000Plotpoints. append ([x, y]) pygame. Draw. Lines (screen, [0, 0], false, plotpoints, 5 ) Pygame. display. Flip () Def Linemiddle (): plotpoints = [] X = 300 For Y In Range (0,480, 20 ):

Android screen adaptation summary, android screen adaptation

Android screen adaptation summary, android screen adaptation I. concepts that need to be understood first 1. screen size: the screen size of a mobile phone we usually call. For example, Apple's 4.7 inch and glory 6's 5.5 inch. The inch is 1 inch (2.54 cm = ). Calculation method: screen size = diagonal first size (cm)/2.54 (cm) 2. Resolution: The number of pixels displayed on the screen. The larger the number of pixels per unit, the clearer the displayed image. The resolution is 720*1280, indica

The UI Designer should not know the android screen knowledge, uiandroid

same resolution is 490. In this case, there will be many numbers in the screen density, showing serious fragmentation. The density is the basis for scaling and displaying the interface on the android screen. How does Android adapt to so many screens? In fact, each Android phone screen has an initial fixed density, which is 120, 160, 240, 320, or 480. We call it "system density ". Do you find the rule? There is a double relationship between values. In

Learn more about the UIWindow associated with IOS development _ios

= @ "Uiinterfaceorientationportraitupsidedown";BreakDefaultOrientationdes = @ "";Break}NSLog (@ "System ver:%@, \rorientaion:%@, \rwindow bounds:%@",[Uidevice Currentdevice].systemversion,Orientationdes,Nsstringfromcgrect (self.window.bounds));} The sample code is simple, create a new project, and then add the above code directly in the delegate.The results on IOS 8 run as follows: Copy Code code as follows: 2014-06-04 09:26:32.016 svios8[4143:61114] System ver:8.0, Or

Android screen density (Density) and resolution concept detailed

if it is set to 160DP or 160SP. The Width property value is automatically set to 320px. That means 160 * 320/160. 320/160 of these are called density scale factors. That is, if you use the DP and SP, the system will automatically convert based on the change in screen density. Let's see what other units mean. PX: (pixels) (pixels): dots on the screen, related to density. The density is large, the PX on the unit area will be more. Represents the actual pixel of the screen. For example, the 320*

IOS 8 Version information and screen size

=@"uiinterfaceorientationportrait"; Break; CaseUideviceorientationportraitupsidedown:orientationdes=@"Uiinterfaceorientationportraitupsidedown"; Break; default: Orientationdes=@""; Break; } NSLog (@"System ver:%@, \rorientaion:%@, \rwindow bounds:%@", [Uidevice currentdevice].systemversion, Orientationdes, Nsstringfromcgrect (Self.window.bounds));} The sample code is simple, create a new project, and then add the above code directly in the delegate.Running results on IOS 8 are: the- .-Geneva

Android Screen Adaptation summary

First, we need to understand a few concepts1, screen size : That is what we usually say, such as a mobile phone several inches screen. For example, 4.7 inches of apples, 5.5 inches of glory 6. This is said to be in inches (1 inches = 2.54 centimeters).Calculation method: Screen size = diagonal first dimension (cm)/2.54 (cm)generally expressed in inches. 1 inch =2.54cm2. Resolution : The number of pixels displayed on the screen, the more pixels in the unit size, the more clearly the image is disp

iOS project icon and default picture naming conventions

following code to the Launchoptions:Make this interesting.Uiimageview *splashview = [[Uiimageview alloc] Initwithframe:cgrectmake (0,0, 320, 480)];Splashview.image = [UIImage imagenamed:@ "Default.png"];[Self.window Addsubview:splashview];[Self.window Bringsubviewtofront:splashview];[UIView Beginanimations:nil Context:nil];[UIView setanimationduration:2.0];[UIView setanimationtransition:uiviewanimationtransitionnone ForView:self.window Cache:yes];[UI

Libgdx example-superjumper Analysis 3. Game objects and main game logic

state is switched to the game_running state, and the game is officially started. Then the presentrunning () method corresponding to the game_running state will be executed in the same present () method. This is the application of the state machine mode, which will be widely used later. Next, let's take a look at other gamescreen member variables and constructor methods. The Code is as follows: OrthographicCamera guiCam; Vector3 touchPoint; SpriteBatch batcher; World world; World

Android development: in-depth analysis of DP and PX in Android-

Dip: Device Independent pixels (device independent pixel ). Different devices have different display effects, which are related to the hardware of the device. We recommend that you use this function to support WVGA, hvga, and qvga without pixels.Density-independent pixels, an abstract unit based on the physical density of the screen. Density can be understood as the number of pixels per inch (unit: DPI). 1dp is actually equivalent to a point on the screen with a density of DPI (can it be underst

Qvga/hvga/WVGA/fwvga definition and size

Qvga format:240*320 resolution version: this resolution is generally used for small-screen mobile phones like Samsung gaishi mini s5570. Currently, 68 Android mobile phones use fwvga.Hvga format:320*480 resolution version: Samsung gaishi ace s5830 uses this resolution. Currently, 141 Android phones use fwvga.WVGA format:480*800 resolution version: Samsung i9000 uses this resolution. Currently, 168 Android p

Experience on adaptive screen orientation and size

At the beginning, the simulator I selected was WVGA854 with a resolution of 854*480. After the development, I felt very OK when I installed it on a 800*480 mobile phone, but when I installed it on a 480*320 or 320*240 resolution mobile phone, many interfaces were distorted, at this time, I felt the importance of app self-adaptation. Adaptive mainly encounters two

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